Применил в проекте текстуру большого размера (10000х4000)
Как следствие Error creating bitmap…
Какой рендер мне нужно найти и установить, чтобы все рендерилось???
Никакой, просто оперативки не хватает, чтоб ее всосать. Порежь на части и примени по отдельности.
А какой размер можно назвать оптимальным? И какой формат использовать (jpg, gif, png и т.д.)?
Ну а что вы скажете на то, что когда я поудалял все объекты сцены — ошибка осталась???????(((
Всё то же самое скажем. Макс юзает оперативку в основном только на всасывание и просчет текстур, а именно битмапы и Shadow Maps.
А оптимальный размер для какого-то компа — это когда он перестает ругаться =)
Можешь еще помучать Customize > Rendering > Bitmap Pager. Он типа для этого как-раз, но крайне странно реагирует на свои настройки.
Зачем юзать такие гиганские текстуры, пережимай в фотошопе на поменьше. Не вижу смысла использовать текстуры такого размера, или ты рендеришь картинку 10000х10000? объекты сцены то в чем провинились что ты их всех поудалял :Р
Ну просто объект очень громоздок+уникальная окраска каждого участка — на полики разбивать и каждый рисовать отдельно — так и решил вопрос — было бы проще без этой ебулды грузануть 1 текстуру и все…)
В этой статье мы расскажем о тех проблемах, которые возникают в 3ds max, а также дадим рекомендации, как их преодолевать.
1: Вы выполнили визуализацию сцены в высоком разрешении 3ds max, но по каким-то причинам не получается ее сохранить, выскакивает сообщение о том, что вам не хватает памяти.
Решение: нужно сохранить рендер в формате .tif. Наверное, это единственный формат, который будет работать в такой ситуации.
2: Вы хотите отрендерить сцену, имеющую модификатор Camera Correction (VRay и 3ds max), однако в результате получаете на рендере кучу артефактов.
Решение: Следует снять галочку параметра Max Compatible Shade Context свитка System меню VRay.
3: Не удается рендерить в 3ds max в высоком разрешении, постоянно выдает сообщение «Error Creating Bitmap», указывающее на ошибку.
Решение: нужно сохранить сцену и выйти из 3ds max. Затем запустить его снова и выполнить рендеринг ПУСТОЙ сцены в требуемом вам разрешении. После этого следует открыть вашу проблемную сцену и попробовать её отрендерить заново… Заработало! Только не нужно спрашивать, почему в максе всё загадочно так работает…
4: Вы хотите в 3ds max и VRay сделать рендер сцены интерьера, но по неизвестным науке причинам окна в интерьере выходят чёрными, несмотря на тот факт, что сквозь них свет проходит.
Решение: Скорее всего, вы случайно поставили галочку в параметре Override Reflection в меню V-Ray свитке Environment. Необходимо снять галочку, и эта проблема решится.
5: Подскажите что случилось с максом. Когда пробую выделить нужные полигоны в режиме Polygon (модель в Едит Меше), то ничего толком не получается или выделяются хаотично. Вообщем начало аццко лагать. ЗЫ. Такое начало творится после проведения дефрагментации диска. Только не пойму как на макс это повлиять могло…
Решение: Попробуй удалить этот файл 3dsmax.ini (на всякий случай сделай резервную копию). Насколько помнится мне помогло. Там настройки твоего макса, после удаления всё сбросится на дефолтные.
C:Documents and SettingsЮзерНеймLocal SettingsApplication DataAutodesk3dsmax2009-32bitenu3dsmax.ini
Продлжение следует…
Источники: http://worldps.ru , forum.trainzup.net
3ds 9 : «Error Creating Bitmap»
today is one of those days where I could just eat up my keyboard!
I’m trying to bake a texture out in tga format (because I want that alpha) but it simply doesnt work. I just get a message : «error creating bitmap». GRRRRRRRRRRRR
The thing is that it works with a simple bmp but not with tga. the last time i used it was two weeks ago and i dont know what I could have changed…
now i have no fucking idea why it wont work. i have done this thing a 1000 times before and i am really stuck here!
Anyone who knows a solution?!
Replies
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this happened to me a bunch of times in the dom war.. I don’t know what causes it but it seemed to happen when I was getting close to the limits of how dense a mesh my computer could handle. when it happened a restart usually did the trick. try simplifying your mesh as a test and see if it still happens?
edit: if its happening in the exact same situation/files as last week though.. weird
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I already tried it in a new file with simple stuff — same result! My hiresmesh isnt that complex anyway so reaching the limits actually cant be the reason.
Thx though (I’m already eating the corners of my keyboard)!
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Hi,
perhaps it’s the size of the map ?
Dimensions above 2048 cause problems.If that is the case you can try to increase the memory that is reserved for maxscript in the preferences and try to free as much ram as possible. I can rtt maps up to 3k, no luck above.
You could try to render to tiff,rla,png or another imageformat with alpha or try to set up a different passes for your masks, though it’s a pita.
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check which UV channel you’re rendering into. and make sure that none of your objects is set to non-renderable (properties-page).
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Hmm i also had this problem, map was 2048×1024, worked on first test and then later gave me the finga. I saved to different paths, changed file format and seemed to work randomly.
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i have had this problem a lot lately. for work i have had to do some 4096×4096 stuff and when i kicked out the normal and ao maps at the same time it would give me the errors but when i did each seperately than i didn’t have problems. Just slow as hell for the ao maps when they are that big.
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Try to things .
1) Convert your mesh to Edit mesh, or at least put a edit mesh mod on top of it..
2) Reset Xform, for some reason that always works…
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When Max crashes and it says; «attempting to save a copy of the scene, this file maybe corrupt«. Then send off a hate mail «bug-report» to Autodesk. Then you open the file it attempted to save and everything looks ok so you press on. Guess what its royally messed up on the back end. You’re better off going to a previous save or an autoback file.
Having to do a few min-hrs work over is nothing compared to the slow down, GIANORMOUS file size of that corrupt max file.
Things you can to do uncorrupt the file:
— Clear the back end baggage off an object. The quickest way is to create a primitive, convert it to E-Poly and attach your beaten and bloodied mesh to it, your mesh becomes part of the box object not the other way around. Then delete the box and reset your pivot point and xform.
— To really clear out the baggage (and possibly mess up your mesh) Export the mesh as .OBJ or some other file format and import them into a new file. You’ll have to set up your materials again but who cares your file no crashy no more. Max carries around quite a bit of back end baggage. Don’t believe me? Have you ever imported a mesh and half the polys are facing the wrong way? Yeah thats because Max remembers its original un-mirrored/flipped position and which way the normals where facing along with bunch of other crap, like that 2,000 poly AC unit was a box 3 weeks ago and how many booleans you butchered into it. Max just needs to learn when to let go…
— Watch out for crazy work flows and long modifier history stacks.
— Don’t bury your textures really deep inside of folders. Max likes to have textures close and its enemies (you) closer. Use the Asset Browser to set the path of your textures if you have a lot of them to repath. File > Asset Browser.
— If you have an «ok» video card run in software mode. Yeah yeah DirectX is the wave of the FUTURE! BUT Vig I’m too cool for that shit I don’t play games if they have a software mode! DirectX makes max twitchy on certain cards with certain drivers so unless you really need it don’t use it. They give you the option of 3 rendering modes, why not pick the best one? If you need it for shaders and what not you can spend the 2 weeks building in the safety of software mode and switch over to twitch bitch mode when you have to…Lastly, they just released SP1 for Max9, and it comes with a «opps we broke it» disclaimer. I bet the patch it soon because just about everyone I work with has gotten this exact same error and had pretty buggy issues. A few have gone back to 8 until they address the issues, I’m close… All the «optimizing» to make it «faster» left everyone twisting in the wind. Hopefully they’ll break it good, and be forced to rebuild it from the ground up.
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Thx for all the tips! I look into all of them during lunch time but right now i have an internal plugin of our studio under suspicion which lets you export into another format. I already asked politely one of our programmers with a shotgun in his neck to look into that!
Stay tuned! -
In my experience it is- like other people have mentioned- when MAX is running out of memory… usually happens when I try and render 4096×4096 textures or have been outputting a lot of 2048×2048 textures in a row. A reset, and a consequently freeing of memory usually does the trick for me.
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Update:
So indeed the problem was caused by a modified psd.bmi!
I already shot the responsible person…
Thx though for the help. Somehow I think that I will need those tips later sometime
I have explained it in this blog post: android bitmap processing tips
Now here are tips which you can follow and can avoid out of memory exception in your Android Application.
- Always use Activity context instead of Application context. because Application context cannot be garbage collected. And release resources as your activity finishes. (life cycle of object should be
same as of activity).
2 . When Activity finishes. Check HEAP DUMP (memory analysis tool in Android studio).
If there are objects in HEAP DUMP from finished activity there is memory leak. review your
code and identify what is causing memory leak.
- Always use inSampleSize
Now what is inSampleSize ?
with the help of inSampleSize you are actually telling the decoder not to grab every pixel in memory, instead sub sample image.
This will cause less number of pixels to be loaded in memory than the original image. you can tell decoder to grab every 4th pixel or every second pixel from original image.
if inSampleSize is 4. decoder will return an Image that is 1/16 the number of pixels in original image.
so how much memory you have saved ? calculate 
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Read Bitmap Dimensions before loading into memory.
How reading bitmap dimensions before loading image into memory can help you avoid out of
memory error ? Let’s Learnuse inJustBounds = true
here is technique with the help of which you can get image dimension beore loading it in memory
BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.id.myimage, options);
int imageHeight = options.outHeight;
int imageWidth = options.outWidth;
String imageType = options.outMimeType;
Above code snippet will not give us any image/bitmap. it will return null for bitmap Object.
but it will definitely return width and height of that image. which is R.id.myimage.
Now you have width and height of Image. you can scale up or scale down image based on these factors:
- ImageView size which will be used to display Image.
- Available amount of memory. you can check available amount of memory using ActivityManager and getMemoryClass.
- Screen size and density of device.
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Use appropriate Bitmap Configuration
Bitmap configurations is color space/color depth of an Image. Default bitmap Configuration in Android is RGB_8888 which is 4 bytes per pixel.
If you use RGB_565 color channel which use 2 Bytes per pixel. half the memory allocation for same resolution 
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Use inBitmap property for recycling purpose.
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Do not make static Drawable Object as it cannot be garbage collected.
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Request large heap in in manifest file.
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Use multiple processes if you are doing lot of image processing(memory intensive task) or use NDK (Native Development using c, c++)


